



Ah yes, of course. The only alternative to the current system is to remove all caps entirely on both weekly tomes and savage gear (because that cap is now also suddenly included in this discussion). Genius.Like what, exactly? Do you have a better suggestion? Tomes are already targeted gearing, bad luck protection, and a slow but consistent gear path for non-raiders all rolled into one. What do you suggest they do to improve it?
Of course it's time gated. It has to be, because the alternative is people running a hundred dungeons and clearing the raids a dozen times in the first week, and then spending the next 4 months complaining about how there's nothing to do.
not going into the whole savage aspect here, but on tome gear my point (and which people often ignore) is that the cap exists so that you do gear up over a certain timeframe and that is intentional. of course they could change it, but it is very much an intentional design decision and many people tend to ignore that and act like "just let us get grind as much as we want, theres no downside to that" which just isn't true.
first and foremost letting you gear up faster for example has an effect on how fast gear makes raids easier, it's also leads to crafted gear devaluing sooner. furthermore the amount of tomestones one can get also keeps you from burning yourself out while farming them. say they raise the cap to 900 a week, for me that would just suck because now i would feel pressured to get this very same 900 tomestones every week and no amount of "than just don't get the cap every week, not like you absolutely need them" would change that feeling. I don't claim this to be an absolute that totally has to be respected by the developers, this feeling is however every bit as valid as anyones "but i want to gear up faster".




Yea I'm not for just increasing the cap, I'd rather have that solved by reducing the cost of tome gear. Right now there is a pretty significant difference between some jobs in how long getting BiS gear takes. For example it's going to take me 7 weeks of tome cap to get all my tome stuff, meanwhile our dragoon is done already after 3 weeks because both savage pants and chest are better for him. If you try to get gear on multiple roles, that's gonna take ages then. And it's clear they know what sub stats are desirable and which ones arent. So they are not getting the balance down between how long savage gear takes and how long tome gear takes. That's the heart of the issue.not going into the whole savage aspect here, but on tome gear my point (and which people often ignore) is that the cap exists so that you do gear up over a certain timeframe and that is intentional. of course they could change it, but it is very much an intentional design decision and many people tend to ignore that and act like "just let us get grind as much as we want, theres no downside to that" which just isn't true.
first and foremost letting you gear up faster for example has an effect on how fast gear makes raids easier, it's also leads to crafted gear devaluing sooner. furthermore the amount of tomestones one can get also keeps you from burning yourself out while farming them. say they raise the cap to 900 a week, for me that would just suck because now i would feel pressured to get this very same 900 tomestones every week and no amount of "than just don't get the cap every week, not like you absolutely need them" would change that feeling. I don't claim this to be an absolute that totally has to be respected by the developers, this feeling is however every bit as valid as anyones "but i want to gear up faster".
It's intended that a savage gear gets easier over a few weeks thanks to gearing up but trying to raid on multiple jobs falls out of that despite switching between jobs on a single character being encouraged by design in the rest of the game. One idea that came to my mind was to give you discounts for the tome gear on other jobs when you buy a piece of tome gear for one job.
well reducing the cost (instead of raising the cap) would still leave us at "gearing up gets faster", which yes, one can want that but people need to at least start to see the underlying implications behind such a change instead of just going "raise the cap, it sucks" as many do (not saying you do that, but that's often the tone the most upvoted "suggestions" in these threads take).Yea I'm not for just increasing the cap, I'd rather have that solved by reducing the cost of tome gear. Right now there is a pretty significant difference between some jobs in how long getting BiS gear takes. For example it's going to take me 7 weeks of tome cap to get all my tome stuff, meanwhile our dragoon is done already after 3 weeks because both savage pants and chest are better for him. If you try to get gear on multiple roles, that's gonna take ages then. And it's clear they know what sub stats are desirable and which ones arent. So they are not getting the balance down between how long savage gear takes and how long tome gear takes. That's the heart of the issue.
It's intended that a savage gear gets easier over a few weeks thanks to gearing up but trying to raid on multiple jobs falls out of that despite switching between jobs on a single character being encouraged by design in the rest of the game. One idea that came to my mind was to give you discounts for the tome gear on other jobs when you buy a piece of tome gear for one job.
mind you i'm totally with you on the point of balancing out tome/savage gear, i would vastly prefer it if that was more uniform between classes how many tomes you spend on average. no, it doesn't need to be a perfect 1/1 but at least close to parity would be nice. while at that make at least chest/leg purchasable with 4 tomes each, really no reason to keep people from just buying the chest after clearing the final fight for 4 weeks, and maybe at 4 tomes there would at least be some value to buying the legs over an upgrade item.
discounts for second jobs may actually be a worthwhile suggestion i'll give you that, most people that really want to equip a second class most likely will do the same for a third or even fourth one so i don't see it diminishing the general "encouragement to farm tomes" all that much, but would make gearing up less of a hassle.
Last edited by Akiudo; 02-08-2022 at 05:50 AM.


An option will be to make each role have their own tome cap, raid cap and any other cap relevant for gearing. Sadly melee DPS role is a mess, but outside that it should work fine. Of course, time invested to cap everything will increase so a con will be players with no self-control that will burn themselves out.
Another idea is to add a system to clone your gear for another job/role with gil, so once you are gear capped and fancy to try another job you just invest a fair quantity of gil, put whatever melds you need and be on your way.
No idea how realistic a system like that will to make for FFXIV.
Last edited by Driavna; 02-08-2022 at 05:00 AM.
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